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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-18 14:37:21 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-18 14:37:21 +0200
commit69f8fcfb593641174b3a83049ad4acc1abf1a102 (patch)
tree270d22cded77e3a1e5773626c891e327219c833f /design.tex
parent4a40378f58160212c0c1c42552a1301e3a498037 (diff)
add scripting design documentation
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\subsection{Scripting}
+The scripting interface was designed around a `target' \gls{api} (described by
+\cref{req:script:interface,req:script:user-class,req:script:direct-instance,req:script:direct-run}).
+An example of this \gls{api} is shown below:\noparbreak
+
+\begin{blockcode}
+class MyScript : public BehaviorScript {
+ void update() {
+ // update code here
+ }
+ // init() also exists, but is empty by default
+};
+
+{ // in scene initialization
+ GameObject & obj = ...;
+ obj.add_component<MyScript>();
+}
+\end{blockcode}
+
+The above call to \codeinline{GameObject::add_component} cannot work correctly
+without significantly increasing the complexity of the component manager, so the
+following restrictions were taken into account when creating the script system
+architecture:\noparbreak
+
+\begin{itemize}
+ \item The first template parameter passed to \codeinline{GameObject::add_component}
+ \emph{must} be a base `script \emph{component}' class, so each derived user
+ script class is instantiated in the same generic script list.
+ \item C++ does not allow passing types (i.e.~\codeinline{MyScript} in this case) as
+ function parameters, so a function call like
+ \codeinline{add_component<BehaviorScript>(MyScript)} cannot be realized.
+\end{itemize}
+
+\subsubsection{Architecture}
+
+The restrictions detailed at the start of this section are mitigated as
+follows:\noparbreak
+
+\begin{itemize}
+ \item User scripts are split into two classes---
+ \begin{enumerate}
+ \item a script \emph{interface} class (\codeinline{Script})
+ \item a script \emph{component} class (\codeinline{BehaviorScript})
+ \end{enumerate}
+ \item \codeinline{GameObject::add_component} receives the script \emph{component}
+ as template parameter
+ \item \codeinline{GameObject::add_component} now always returns a reference to the
+ component instance
+ \item The script component class has a setter function that takes a template
+ parameter for classes derived from the base script \emph{interface} class
+\end{itemize}
+
+\Cref{fig:class-scripts} shows the resulting structure as a class diagram. It
+contains the following classes:\noparbreak
+\begin{description}
+ \item[Script] This is the script \emph{interface}, and is used by the game
+ programmer to create derived script classes. All methods in this class are
+ declared virtual and have an empty implementation.
+
+ This class' methods are protected by default, and a friend relation to
+ \codeinline{ScriptSystem} is used to ensure only \codeinline{ScriptSystem} is
+ able to call these methods.
+
+ Only classes derived from \codeinline{Script} can be used with
+ \codeinline{BehaviorScript::set_script}'s template parameter \codeinline{T}. This
+ function returns a reference to the \codeinline{BehaviorScript} instance it was
+ called on so it can be chained after the call to
+ \codeinline{GameObject::add_component}.
+ \item[BehaviorScript]
+ This is the script \emph{component}, and is given as the template parameter to
+ \codeinline{GameObject::add_component}.
+
+ This class also uses a friend relation to \codeinline{ScriptSystem} to restrict
+ access to its private reference member \codeinline{script}.
+ \item[ScriptSystem] This is the system class that runs the methods implemented in
+ the derivative instances of \codeinline{Script}.
+\end{description}
+
+\begin{figure}
+ \centering
+ \includepumldiag{img/class-scripts.puml}
+ \caption{User script class diagram}
+ \label{fig:class-scripts}
+\end{figure}
+
\subsection{Audio}
\subsubsection{Library}